Jump to content
Sign in to follow this  
Dr.ParadoX

A leak that shouldn't be there.

Recommended Posts

I've got a leak in a map that compleatly sealed im 10000% sure of it. Even after boxing it in the leak still shows. I tried deleting the leaked entities but other things would leak instead. But the thing that is interesting is the fact that im able to compile and run the map which im guessing i shouldnt be able to do? Should I just ignore the leak? Because there is no reason for it to be there. 

My log:

 


** Executing...
** Command: "C:\Program Files (x86)\Steam\steamapps\common\Counter-Strike Source\bin\vbsp.exe"
** Parameters: -game "C:\Program Files (x86)\Steam\steamapps\common\Counter-Strike Source\cstrike" "C:\Program Files (x86)\Steam\steamapps\common\Counter-Strike Source\bin\maps\awp_wintermaze_v0.vmf"

Valve Software - vbsp.exe (Jun 14 2017)
4 threads
materialPath: C:\Program Files (x86)\Steam\steamapps\common\Counter-Strike Source\cstrike\materials
Loading C:\Program Files (x86)\Steam\steamapps\common\Counter-Strike Source\bin\maps\awp_wintermaze_v0.vmf
ConVarRef mat_reduceparticles doesn't point to an existing ConVar
Could not locate 'GameData' key in c:\program files (x86)\steam\steamapps\common\counter-strike source\cstrike\gameinfo.txt
Patching WVT material: maps/awp_wintermaze_v0/dev/dev_blendmeasure_wvt_patch
Patching WVT material: maps/awp_wintermaze_v0/ground/blendsnow_conc_wvt_patch
Patching WVT material: maps/awp_wintermaze_v0/ground/blendsnow_asphault_wvt_patch
fixing up env_cubemap materials on brush sides...
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (1)
**** leaked ****
Entity func_breakable (2911.99 1633.03 1052.00) leaked!
Processing areas...done (0)
Building Faces...done (0)
Chop Details...done (0)
Find Visible Detail Sides...
Merged 1302 detail faces...done (0)
Merging details...done (1)
FixTjuncs...
PruneNodes...
WriteBSP...
done (1)
Creating default LDR cubemaps for env_cubemap using skybox materials:
   skybox/SnowyHills*.vmt
 ! Run buildcubemaps in the engine to get the correct cube maps.
Creating default HDR cubemaps for env_cubemap using skybox materials:
   skybox/SnowyHills*.vmt
 ! Run buildcubemaps in the engine to get the correct cube maps.
Finding displacement neighbors...
Finding lightmap sample positions...
Displacement Alpha : 0...1...2...3...4...5...6...7...8...9...10
Building Physics collision data...
done (1) (1241435 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 3439 texinfos to 2033
Reduced 71 texdatas to 65 (1619 bytes to 1443)
Writing C:\Program Files (x86)\Steam\steamapps\common\Counter-Strike Source\bin\maps\awp_wintermaze_v0.bsp
Wrote ZIP buffer, estimated size 175807, actual size 174789
5 seconds elapsed

** Executing...
** Command: "C:\Program Files (x86)\Steam\steamapps\common\Counter-Strike Source\bin\vvis.exe"
** Parameters: -game "C:\Program Files (x86)\Steam\steamapps\common\Counter-Strike Source\cstrike" -fast "C:\Program Files (x86)\Steam\steamapps\common\Counter-Strike Source\bin\maps\awp_wintermaze_v0"

Valve Software - vvis.exe (Jun 14 2017)
fastvis = true
4 threads
reading c:\program files (x86)\steam\steamapps\common\counter-strike source\bin\maps\awp_wintermaze_v0.bsp
reading c:\program files (x86)\steam\steamapps\common\counter-strike source\bin\maps\awp_wintermaze_v0.prt
LoadPortals: couldn't read c:\program files (x86)\steam\steamapps\common\counter-strike source\bin\maps\awp_wintermaze_v0.prt


** Executing...
** Command: "C:\Program Files (x86)\Steam\steamapps\common\Counter-Strike Source\bin\vrad.exe"
** Parameters:  -game "C:\Program Files (x86)\Steam\steamapps\common\Counter-Strike Source\cstrike" "C:\Program Files (x86)\Steam\steamapps\common\Counter-Strike Source\bin\maps\awp_wintermaze_v0"

Valve Software - vrad.exe SSE (Jun 14 2017)

      Valve Radiosity Simulator     
4 threads
[Reading texlights from 'lights.rad']
[2 texlights parsed from 'lights.rad']

Loading c:\program files (x86)\steam\steamapps\common\counter-strike source\bin\maps\awp_wintermaze_v0.bsp
No vis information, direct lighting only.
Setting up ray-trace acceleration structure... Done (4.38 seconds)
18852 faces
15 degenerate faces
903861 square feet [130156000.00 square inches]
10 Displacements
653 Square Feet [94149.13 Square Inches]
66 direct lights
BuildFacelights:     0...1...2...3...4...5...6...7...8...9...10 (29)
Build Patch/Sample Hash Table(s).....Done<0.0212 sec>
FinalLightFace:      0...1...2...3...4...5...6...7...8...9...10 (9)
FinalLightFace Done
0 of 0 (0% of) surface lights went in leaf ambient cubes.
ThreadComputeLeafAmbient: 0...1...2...3...4...5...6...7...8...9...10 (14)
Writing leaf ambient...done
Ready to Finish

Object names       Objects/Maxobjs  Memory / Maxmem  Fullness 
------------       ---------------  ---------------  -------- 
models                 213/1024        10224/49152    (20.8%) 
brushes               2969/8192        35628/98304    (36.2%) 
brushsides           39214/65536      313712/524288   (59.8%) 
planes               40524/65536      810480/1310720  (61.8%) 
vertexes             28846/65536      346152/786432   (44.0%) 
nodes                 8861/65536      283552/2097152  (13.5%) 
texinfos              2033/12288      146376/884736   (16.5%) 
texdata                 65/2048         2080/65536    ( 3.2%) 
dispinfos               10/0            1760/0        ( 0.0%) 
disp_verts             810/0           16200/0        ( 0.0%) 
disp_tris             1280/0            2560/0        ( 0.0%) 
disp_lmsamples        2400/0            2400/0        ( 0.0%) 
faces                18852/65536     1055712/3670016  (28.8%) 
hdr faces                0/65536           0/3670016  ( 0.0%) 
origfaces            13365/65536      748440/3670016  (20.4%) 
leaves                9075/65536      290400/2097152  (13.8%) 
leaffaces            24633/65536       49266/131072   (37.6%) 
leafbrushes           6420/65536       12840/131072   ( 9.8%) 
areas                    3/256            24/2048     ( 1.2%) 
surfedges           149315/512000     597260/2048000  (29.2%) 
edges                82452/256000     329808/1024000  (32.2%) 
LDR worldlights         66/8192         5808/720896   ( 0.8%) 
HDR worldlights          0/8192            0/720896   ( 0.0%) 
leafwaterdata            0/32768           0/393216   ( 0.0%) 
waterstrips           2388/32768       23880/327680   ( 7.3%) 
waterverts               0/65536           0/786432   ( 0.0%) 
waterindices         40740/65536       81480/131072   (62.2%) 
cubemapsamples           0/1024            0/16384    ( 0.0%) 
overlays                 0/512             0/180224   ( 0.0%) 
LDR lightdata         [variable]     2800512/0        ( 0.0%) 
HDR lightdata         [variable]           0/0        ( 0.0%) 
visdata               [variable]           0/16777216 ( 0.0%) 
entdata               [variable]      163613/393216   (41.6%) 
LDR ambient table     9075/65536       36300/262144   (13.8%) 
HDR ambient table     9075/65536       36300/262144   (13.8%) 
LDR leaf ambient     28196/65536      789488/1835008  (43.0%) 
HDR leaf ambient      9075/65536      254100/1835008  (13.8%) 
occluders                0/0               0/0        ( 0.0%) 
occluder polygons        0/0               0/0        ( 0.0%) 
occluder vert ind        0/0               0/0        ( 0.0%) 
detail props          [variable]           1/12       ( 8.3%) 
static props          [variable]           1/13892    ( 0.0%) 
pakfile               [variable]      174789/0        ( 0.0%) 
physics               [variable]     1241435/4194304  (29.6%) 
physics terrain       [variable]        1988/1048576  ( 0.2%) 

Level flags = 0

Total triangle count: 55821
Writing c:\program files (x86)\steam\steamapps\common\counter-strike source\bin\maps\awp_wintermaze_v0.bsp
56 seconds elapsed

** Executing...
** Command: Copy File
** Parameters: "C:\Program Files (x86)\Steam\steamapps\common\Counter-Strike Source\bin\maps\awp_wintermaze_v0.bsp" "C:\Program Files (x86)\Steam\steamapps\common\Counter-Strike Source\cstrike\maps\awp_wintermaze_v0.bsp"

Share this post


Link to post
Share on other sites

Your func_breakable is the cause of the leak. Leak doesn't have to be a hole in the map, if an entity's origin is outside the map then you'll have a leak. Pretty sure this is the case here. Select that breakable and look at the origin in the 2D views.

Leaks should NEVER be ignored.

Share this post


Link to post
Share on other sites

Also try Map -> Load Pointfile. It should draw a red line in 3D view from the leaked entity to the void. The point where the line exits your map is the source of your leak.

Remember that some types of brushes are not valid as map boundaries. This includes dispalcements, water, func_detail brushes and brushes with a transparent texture on at least one face.

Edited by Anduriel

Share this post


Link to post
Share on other sites

I tried copying to new vmpf using map proporties but the hammer crashes every time. 😕

10 hours ago, Klems said:

Your func_breakable is the cause of the leak. Leak doesn't have to be a hole in the map, if an entity's origin is outside the map then you'll have a leak. Pretty sure this is the case here. Select that breakable and look at the origin in the 2D views.

Leaks should NEVER be ignored.

Entity origins are inside the map. I checked. 

3 hours ago, Anduriel said:

Also try Map -> Load Pointfile. It should draw a red line in 3D view from the leaked entity to the void. The point where the line exits your map is the source of your leak.

Remember that some types of brushes are not valid as map boundaries. This includes dispalcements, water, func_detail brushes and brushes with a transparent texture on at least one face.

I did use load pointfile. But am I to understand that i cannot use nodraw on the externals of map?

Share this post


Link to post
Share on other sites

Problem with an origin, problem with your 1000% sure that your map is sealed, problem with the vmf.

1.Uncheck all your entities in your visgroup.

2.Compile in normal vvis pls.

3.???

4.Profit.

Edited by RaVaGe

Share this post


Link to post
Share on other sites

I solved the problem by deleting all walls and floors, and replacing them with normal skybox from all sides without nodraw. Somehow worked. This was probably one of the most annoying errors I've had the misfortune of encountering 

Share this post


Link to post
Share on other sites
2 hours ago, Anduriel said:

Did you use nodraw on brushes which already had the skybox texture? That's not allowed, skybox brushes need to have the "toolsskybox" texture on all faces.

No. I literally always do the opposite and it always work.

Sometimes it can be really small holes (less than 1 unit wide), sometimes it can be skybox brushes that are entities, sometimes it can be a texture used to seal the map that just has translucent properties (even if it's not using it), sometimes an entity origin can be outside of the map (as klems said)  ...

It can be plenty of things, the most annoying problems are when it's not related to you work but corrupt stuff in your vmf and for which you have to do what vaya said.

Share this post


Link to post
Share on other sites

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

Loading...
Sign in to follow this  

×
×
  • Create New...